From 681661dbed121c7b81e9129c57df5eadb03c1009 Mon Sep 17 00:00:00 2001 From: mano-wii Date: Fri, 15 Mar 2019 16:02:55 -0300 Subject: GPU: Simplify select shaders. The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`. This commit allows the drawing of the mesh select ids to be done on a 32UI format texture. This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion. Differential Revision: https://developer.blender.org/D4350 --- source/blender/editors/physics/particle_edit.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/editors/physics') diff --git a/source/blender/editors/physics/particle_edit.c b/source/blender/editors/physics/particle_edit.c index 0b63d7455f2..97f191a217a 100644 --- a/source/blender/editors/physics/particle_edit.c +++ b/source/blender/editors/physics/particle_edit.c @@ -451,7 +451,7 @@ static void PE_set_view3d_data(bContext *C, PEData *data) /* needed or else the draw matrix can be incorrect */ view3d_operator_needs_opengl(C); - ED_view3d_backbuf_validate(&data->vc); + ED_view3d_backbuf_depth_validate(&data->vc); /* we may need to force an update here by setting the rv3d as dirty * for now it seems ok, but take care!: * rv3d->depths->dirty = 1; */ -- cgit v1.2.3